Uncertain on how to handle armor
Hi guys. I need some help hashing out a proper solution as to how armor should be handled in a game of mine.
Now, armor worn by the PCs (with access to TL6 through TL8 gear most of the time, higher on rare occasions) will be treated it as it should be: benefits and drawbacks in all their respective variations.
However, I don't envision the enemy's troops (TL9+ with some superscience showing up at points) being a "fair" challenge when their armor works just like the PCs.
The problem stems from the fact that the armor is just too good at certain grades: the PCs will need to be crack shots (hitting less armored spots and/or chinks in armor) and/or possibly tote around a ton of heavy AND rare weaponry/ammo (such as APDS or even APEP) just to hurt those wearing it. That the enemy consistently has access to better weaponry, numbers, and higher technology makes any firefight incredibly one sided.
Cranking up the Character Point totals doesn't work, as I want the PCs to be beginning adventurer/resistance level. To that end, i'm looking to a rule similar to the "Cinematic" switches presented in GURPS's Campaigns books: "Stormtrooper Armor".
"Stormtrooper Armor" would basically mean that any armor worn by the enemy is totally inefficient (DR 0, and only for show) or nearly so (DR 5 at most). Though this would quickly get the feel I want, it makes the armor *too* bad. It's better than using armor stats as-is with the enemy, but I feel better a compromise could be reached.
Any suggestions?
Now, armor worn by the PCs (with access to TL6 through TL8 gear most of the time, higher on rare occasions) will be treated it as it should be: benefits and drawbacks in all their respective variations.
However, I don't envision the enemy's troops (TL9+ with some superscience showing up at points) being a "fair" challenge when their armor works just like the PCs.
The problem stems from the fact that the armor is just too good at certain grades: the PCs will need to be crack shots (hitting less armored spots and/or chinks in armor) and/or possibly tote around a ton of heavy AND rare weaponry/ammo (such as APDS or even APEP) just to hurt those wearing it. That the enemy consistently has access to better weaponry, numbers, and higher technology makes any firefight incredibly one sided.
Cranking up the Character Point totals doesn't work, as I want the PCs to be beginning adventurer/resistance level. To that end, i'm looking to a rule similar to the "Cinematic" switches presented in GURPS's Campaigns books: "Stormtrooper Armor".
"Stormtrooper Armor" would basically mean that any armor worn by the enemy is totally inefficient (DR 0, and only for show) or nearly so (DR 5 at most). Though this would quickly get the feel I want, it makes the armor *too* bad. It's better than using armor stats as-is with the enemy, but I feel better a compromise could be reached.
Any suggestions?



